The Splitspace Blade or “Blink Knife”

5e Rules

Weapon (dagger), rare (requires attunement)

This notched dagger has three lines etched into the side of the blade, and it comes with a metal sheath on a leather belt.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While attuned to it, you can snap your fingers at any time and cause the blade to disappear and teleport into the owner’s hand. After the blade is pulled from the metal sheath, the lines on blade begin to glow with a soft blue light (as a candle).

The dagger also has 3 charges. While attuned to it, you can expend 1 charge and use a bonus to instead teleport yourself to the dagger. At the end of the teleport you are now holding the blade. The handle of the blade must be free to teleport to the dagger. If another creature is holding it, or if the blade is lying on the floor the teleport will not function. The blade must be in the air or stuck into an object or creature.
The dagger regains 1d3 expended charges daily at midnight.

Note: Keep in mind the rules for objects when throwing the dagger.

Pathfinder/3.5 Rules

Description

This notched dagger has three lines etched into the side of the blade, and it comes with a metal sheath on a leather belt. It functions as a +1 returning dagger. However, instead of flying back to the wearer of the sheath on the opponent's next turn, the owner may snap her fingers at any time (a free action) and cause the blade to disappear and teleport into the owner’s hand. After the blade is pulled from the metal sheath, the lines on blade begin to glow with a soft blue light (as a candle).

Three times per day, the wearer of the sheath may instead teleport herself to the dagger as a swift action. At the end of the teleport she is now holding the blade. The handle of the blade must be free to teleport to the dagger. If another creature is holding it, or if the blade is lying on the floor the teleport will not function. The blade must be in the air or stuck into an object or creature. Once all three lines running the length of the blade are broken, the teleport ability does not function until the next day.

Note: If attempting to throw the dagger into a square keep the following in mind: squares have AC 5, the range increment of a dagger is 10 ft., and the dagger will automatically stick into any surface hit with a hardness 5 or less.

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, teleport; Cost 32,400 gp

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